57 lines
1.5 KiB
Text
57 lines
1.5 KiB
Text
class:: LFDNoise1
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summary:: Dynamic ramp noise
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related:: Classes/LFClipNoise, Classes/LFDClipNoise, Classes/LFDNoise0, Classes/LFDNoise3, Classes/LFNoise0, Classes/LFNoise1, Classes/LFNoise2
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categories:: UGens>Generators>Stochastic
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Description::
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Like link::Classes/LFNoise1:: , it generates linearly interpolated
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random values at a rate given by the code::freq::
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argument, with two differences:
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list::
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## no time quantization
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## fast recovery from low freq values footnote::
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link::Classes/LFNoise0:: , link::Classes/LFNoise1:: and
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link::Classes/LFNoise2:: quantize to the nearest integer division
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of the samplerate, and they poll the code::freq::
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argument only when scheduled; thus they often seem to hang
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when freqs get very low.
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::
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::
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If you don't need very high or very low freqs, or use fixed freqs,
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link::Classes/LFNoise1:: is more efficient.
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classmethods::
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method::ar, kr
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argument::freq
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Approximate rate at which to generate random values.
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argument::mul
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Output will be multiplied by this value.
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argument::add
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This value will be added to the output.
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Examples::
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code::
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// try wiggling mouse quickly;
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// LFNoise frequently seems stuck, LFDNoise changes smoothly.
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{ SinOsc.ar(LFNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
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{ SinOsc.ar(LFDNoise1.ar(MouseX.kr(0.1, 1000, 1), 200, 500), 0, 0.2) }.play
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// LFNoise quantizes time steps at high freqs, LFDNoise does not:
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{ LFNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
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{ LFDNoise1.ar(XLine.kr(2000, 20000, 8), 0.1) }.scope;
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::
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